This is my re-working of the N1K1-J, Ja and Jb, as offered by Epervier back in 2015, in this topic:
https://www.sas1946.com/main/index.php?topic=46670.0Other than my preferred rotating prop texture, all work done is on the cockpit. This package completely replaces Epervier's older one.
Get it here:
https://www.mediafire.com/file/zhcacg2z03d937p/%25210_N1K1_family_WxTech.7z/fileFrom the included readme file:
WxTech's adjustments and fixes for the N1K1-J cockpit (plane made first available by DT in game version 4.13.)
With many thanks to Epervier for making this fine plane available for we who are not wedded to the official DT path! I include his original readme file for installation, with my additions, named "_readme_FIRST_Epervier". This will be necessary to read if you are installing this plane for the first time.
This plane was extracted and offered, with classfiles created for 4.09 and 4.10, by Epervier back in 2015 in this topic:
https://www.sas1946.com/main/index.php?topic=46670.0If you already have this plane in your Mods folder, its name will include text something like "06__N1K1_Family_for409-410". You can delete it, as this version fully replaces it.
In this present offering of mine, I include the COMPLETE contents, for simplicity; it fully replaces Epervier's release.
I include also my tweaked cockpit classfiles, suitable for 4.12 and later due to having the new 6dof limits code added. These three cockpit classfiles are archived in their own folder, "_code_412_" (along with the four plane classes):
CockpitN1K1J.class
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242F4C48D478ACF4
B27B66B65BE3B5A2
D425F76A997FA2C4
For the plane classes, of which there are four, the 4.10 versions are OK for 4.12 and B.A.T., which are the ones present in the "_code_412_" folder.
The classfiles present in this mod's parent folder upon installation are appropriate for 4.12 and B.A.T. If this applies to you, install and immediately fly.
If you fly 4.10 or 4.11, copy all the classfiles in folder "_code_410_" and paste them into the mod's parent folder.
If you fly 4.09, copy all the classfiles in folder "_code_409_" and paste them into the mod's parent folder.
The cockpit changes:
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- (4.12 and later ONLY, in cockpit class) For the compass (which is magnetic), added a sluggish response, as well as limits to rotation imposed by steep bank and pitch angles.
- (4.12 and later ONLY, in cockpit class) Added 6dof limits code. I increased the range of movement in the up-down direction. This necessitated a reduction in the L-R range so as to keep the viewpoint from intersecting the upper canopy sides when the viewpoint is high up, where the tapering reduces the width.
- (4.12 and later ONLY, in cockpit class) Relocated the three night lamp emitter positions (Lamp1 illuminates the throttle quad, Lamp2 the lower left panel and Lamp3 the lower right panel). Originally they were too close to the surfaces intended to illuminate, resulting in odd lighting and flicker. I pulled the positions farther back from the surfaces, and adjusted the intensity to suit, which is superior in every respect.
- Replaced the gun sight with mine, which has a better reflector plate and sun shade, adds some missing polys, fixes bad surface normals, and adds a dynamic reflection of the collimating lens.
- Replaced the reticle with one of better resolution and a different appearance.
- Replaced the reticle mask with a properly sized, circular one.
- For the perspex (glass), tweaked the texture and reversed the surface normals. This makes the shmutz more prominent when on the Sun-facing side, to represent the more effecient forward scattering.
- For the artificial horizon, replaced the bank angle caret with a properly correct 5-sided indicator. Slightly widened the horizon bar. Added new shading to the (blue) drum.
- Repainted the compass card for better legibility.
- For the instruments, altered their .mat file parameters so as to yield less jagged edges. Repainted the bezels to get rid of the incorrect 'double ring' representation.
- Repainted all undamaged instrument night textures (green glow); the damaged versions are left as before.
- For the three instrument panel openings (compass, artificial horizon and pitch angle indicator), replaced the interior compartment texture with one that is dead black, to be rid of the silly lighting up of the interior when flying roughly toward the Sun.
- Made the instrument panel texture larger and re-painted it.
- Made the floor and foot rest textures larger and re-painted them.
- A number of other textures having bare metal parts have had the metal bits boosted in contrast, to look a bit more shiny.
- Other minor texture tweaks here and there.
- Two rivets at the peak of the forward canopy arch were 2mm too low (becomes apparent with my expanded 6dof limits); they've been put back in place.
- Added a third view hook in Body.msh, CAMERAUP, which is activated by the "Raise Seat" command when the canopy is opened. I have placed the hook just outside the canopy edge on the starboard side; this facilitates taxying. This and the other two hooks can of course be adjusted to taste by the player.
The Plane change:
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Originally Epervier included a PA Jeronimo version of the rotating prop texture, "4bladedshiden.tga". This has clear gaps between each of the four heavily blurred blades, the gaps being narrower than the blades. I find the resulting strobing effect to be very annoying, and so I altered the texture's alpha channel so as to result in a continuous disk, with highly blurred blades which provide a much subtler difference in transparency.
In the folder 3do\Plane\textures\ are two folders, each containing one or the other texture. The one in folder "rotating prop texture continuous" is alrady present in its parent folder. If you want to use the other texture (with clear gaps between blurred blades), copy the texture in folder "rotating prop texture gaps" and paste it into the parent folder, "textures".
WxTech
Dec 21, 2023